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What do you figure? That chalky outline on the ground is a father figure.
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  • 63c22d 20070719 chalk outline

    @jedijosh920 For some reason my character still rides a BMX but with the skateboard beneath. Logs don't point to any errors either. Do you know what the issue could be?

    05 Mei, 2016
  • 63c22d 20070719 chalk outline

    @jedijosh920 Fucking legend. Thank you again.

    05 Mei, 2016
  • 63c22d 20070719 chalk outline

    Two of my most dreamed-of mods made realities! Any chance we could get an ollie so we can grind railings?

    05 Mei, 2016
  • 63c22d 20070719 chalk outline

    @jedijosh920 Perfect again in every way. Thank you so much for updating it and even including the ini setting. Couldn't have asked for more! Wish I could re-rate 5 stars. Cheers!

    04 Mei, 2016
  • 63c22d 20070719 chalk outline

    @jedijosh920 Absolutely BRILLIANT! Can't wait. You don't know how much my friends and I will appreciate it. If it's not too much trouble do you think you could also add that .ini setting I suggested as well? To remove the walking movement limitation I mean (with a disclaimer warning about possible animation bugs, but those never bothered me). Either way I'm looking forward greatly to this script being playable once more. God bless.

    03 Mei, 2016
  • 63c22d 20070719 chalk outline

    @PeterTheHacker Fantastic work! An idea I've had for awhile which doesn't seem too hard to implement into a script like this would be cinematic camera cuts whenever the player performs a melee takedown or stealth kill. For reference, check out some of the stealth kill footage from the game Manhunt (another Rockstar title) or hell, even Max Payne 3 had similar camera angle cuts when performing an execution move on an enemy. The first trailer for Trevor Phillips also has a nice cinematic camera angle when he hits the guy with the baseball bat -- it makes the bat takedown (the same one used in the actual game) look 10x as vicious. I feel like the simple camera change for a few seconds could give those types of kills a LOT more impact in GTAV, because currently they feel somewhat lackluster when seen through the normal game play camera. Regardless, great work so far! Can't wait for what comes next.

    03 Mei, 2016
  • 63c22d 20070719 chalk outline

    @jedijosh920 I see you managed to fix DrunkIV which had similar Euphoria crashes. Please please PLEASE update this one too, or simply post the source code so I can fix it myself. I won't even release it... I can't say enough how essential this mod was for fun times in free-roam and now with the Fight Club script you released as well this would be the ultimate special move to use on opponents both in and out of the ring. Please sir! I'm literally begging you!

    03 Mei, 2016
  • 63c22d 20070719 chalk outline

    @jedijosh920 Anything playable soon? Any progress? Sorry to be a bother. This is one of your most fun scripts. Everyone that comes over to my flat to play modded GTA misses it the most, especially me! We're true fans, Young Jedi! Please don't leave us!

    04 April, 2016
  • 63c22d 20070719 chalk outline

    @jedijosh920 Any breakthroughs? Again, you could literally take what you have and simplify the ScripthookDotNet euphoria crap by using simple "SET-PED-TO-RAGDOLL" natives instead and it would be perfectly fine. Sure it wouldn't have any fancy bells and whistles, but this mod has been broken for way too long to keep worrying about them. At this point its priority should be it actually being playable! Please, and if you don't want to "set your code back" by simplifying it slightly to work, please please please put up the source code or send it to me on Steam so I can fix it for my own personal usage. You're sitting on a goldmine here! No one cares if the peds don't flail their arms and legs. I just wanna chuck them like a ragdoll! Thanks for your time.

    27 Mac, 2016
  • 63c22d 20070719 chalk outline

    @jedijosh920 It's a shame how people don't appreciate your work much anymore; this mod is absolutely fantastic! I've tried messing with some files to recreate a similar function awhile ago to no avail, some input however (which seems very possible to fix):

    Currently, you can only parkour-climb ledges that are almost the same elevation as you, which means from ground-level you can't climb much of anything you can't already climb in the normal game. I would suggest an .ini variable for "forward" grab length (how far the ledge is infront) and another for "above" grab length (how far the ledge is above you). This way the idiots crying about unrealism can intentionally cuck the grab length so they don't "teleport" to ledges (who cares), but for those of us who just want to scale buildings from the ground up like Ezio can have an easier, less awkward time with much longer (and more fun) grab lengths instead. I hope you update this. Definitely one of your best mods as of late. What happened to GoreV?

    27 Mac, 2016